Installer Steam
Logg inn
|
språk
简体中文 (forenklet kinesisk)
繁體中文 (tradisjonell kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tsjekkisk)
Dansk (dansk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spania)
Español – Latinoamérica (spansk – Latin-Amerika)
Ελληνικά (gresk)
Français (fransk)
Italiano (italiensk)
Bahasa Indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (nederlandsk)
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasil)
Română (rumensk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (vietnamesisk)
Українська (ukrainsk)
Rapporter et problem med oversettelse
Ive had the best loadout u can think of and killed myself. Devs really need to fix this layer thing and or should imo reduce AoE/DMG by explosives.
Even after the barricade patch I tried jumping over one and throw that bomb at 10 meter, the bomb just blew on my face. Instantaneous death. At least I'm confident my character didn't feel any pain.
That said, automatic fire is not especially useful in this game. I have gotten more mileage out of the Sporter/Mini-14 rifle than either the M16/M4 weapons since it conserves a lot more ammo for use on individual (often one hit to kill) zombies. Of course, anything 5.56mm is not recommended to be used against small groups of Z's since it's decently rare in the early game (especially before the first gate out of the Dead Zone), but you will often spray valuable 5.56mm into nothing thanks to the vague aiming system.
Generally speaking, running away from horde events are easier than sticking with them. At most, ten or so zombies will follow you but you can gun them down and not summon too many more. After that, reload and heal, then do some clean up around the HERC facility/generator/whatever. Just make sure your gun is loaded beforehand.
Research the knowledge tree first to get more mileage out of your knowledge drops, then move on to engineering for the more tangible perks. After that, clean up as you see fit (assuming you even notice something like 10% less infection).
If it comes down to health or stamina, 9 times out of 10 you're going to want health. The horde events simply are not large enough and you cannot use stamina items quickly enough to trump health. That said, keeping one or two stamina remedies for the road is useful.
I have yet to see any of the shotgun/SMG/AR parts in the wild and as such do not believe the hand crafted guns are going to be especially useful.
For all intents and purposes, the permanent Tauron 9mm stock in the armory is the most useful perk in the early game. 9mm is very plentiful, and having a clean gun waiting at the beginning of every run is inordinately useful. It allows you to pick more situational classes for their crafting perks or niche weapons and not struggle on the early maps while you're getting your footing.
Shotguns aren't useless per se, but they are certainly less useful in general than even the Tauron 9mm. What kills them is the slow ROF and short range, and the slow reload only exacerbates things. In general, shotguns should be treated as vendor fodder to be exchanged for ammo/batteries or maybe a weapon you haven't found yet and need.
Very late game, 9mm is more useful in SMGs than in pistols, but .45ACP/LC is going to be more useful more often in a Death Adder than an M1911 or Tactical Pistol (the one that looks like the FNX). Of course, this is assuming you're going to stick with anything pistol caliber when semi-auto shotguns and ARs chambered in 5.56mm are readily available. Automatic .45ACP weapons are only going to be especially useful in the event you are without an automatic weapon at all and have to fight a Charger or other boss zombie and cannot evade them.
Also, the merchant pays for literally everything in your inventory, including scrap items and herbs. So if you need to drain the last of a merchant's knowledge before leaving, get rid of those herbs/scrap you'll never use or will immediately find more of.
- Flamethrower is godlike, it can melt even armored chargers in seconds, always have one and a few propane tanks on you.
- Just because the flamespitter acts like a fire shotgun DOES NOT MEAN YOU SHOULD USE IT AS SUCH! I've died twice because close range flamespitter shots cause you to be set on fire and take massive damage. First time it instakilled my half HP volunteer, second time a zombie got in my face and I accidentally got myself killed, and because I was overencumbered, I couldn't roll a third time to avoid my death.
- Despite what people say, encumbrance is bad unless you're hoarding ammo, because if you get set on fire, you're gonna burn through a lot of stamina trying to put yourself out (Even if you have points into stamina upgrades) and if you can't roll out the third time, you will still take the rest of the damage, as explained above on point 2.